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source: code/branches/core5/src/modules/gamestates/GSGraphics.cc @ 5831

Last change on this file since 5831 was 5829, checked in by landauf, 15 years ago

replaced most occurrences of setObject(o) in combination with createFunctor(f) with the more convenient createFunctor(f, o)

  • Property svn:eol-style set to native
File size: 5.1 KB
Line 
1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Reto Grieder
24 *   Co-authors:
25 *      Benjamin Knecht
26 *
27 */
28
29/**
30@file
31@brief
32    Implementation of Graphics GameState class.
33 */
34
35#include "GSGraphics.h"
36
37#include "util/Convert.h"
38#include "core/Clock.h"
39#include "core/CommandExecutor.h"
40#include "core/ConsoleCommand.h"
41#include "core/Core.h"
42#include "core/Game.h"
43#include "core/GUIManager.h"
44#include "core/input/InputManager.h"
45#include "core/input/KeyBinder.h"
46#include "core/input/InputState.h"
47#include "core/Loader.h"
48#include "core/XMLFile.h"
49#include "overlays/InGameConsole.h"
50#include "sound/SoundManager.h"
51
52// HACK:
53#include "overlays/Map.h"
54
55namespace orxonox
56{
57    DeclareGameState(GSGraphics, "graphics", false, true);
58
59    GSGraphics::GSGraphics(const GameStateInfo& info)
60        : GameState(info)
61        , console_(0)
62        , soundManager_(0)
63        , masterKeyBinder_(0)
64        , masterInputState_(0)
65        , debugOverlay_(0)
66    {
67        // load master key bindings
68        masterInputState_ = InputManager::getInstance().createInputState("master", true);
69        masterKeyBinder_ = new KeyBinder();
70        masterInputState_->setKeyHandler(masterKeyBinder_);
71    }
72
73    GSGraphics::~GSGraphics()
74    {
75        InputManager::getInstance().destroyState("master");
76        this->masterKeyBinder_->destroy();
77    }
78
79    /**
80    @brief
81        This function is called when we enter this game state.
82
83        Since graphics is very important for our game this function does quite a lot:
84        \li starts graphics manager
85        \li loads debug overlay
86        \li manages render window
87        \li creates input manager
88        \li loads master key bindings
89        \li loads the SoundManager
90        \li loads ingame console
91        \li loads GUI interface (GUIManager)
92        \li creates console command to toggle GUI
93    */
94    void GSGraphics::activate()
95    {
96        // load debug overlay
97        COUT(3) << "Loading Debug Overlay..." << std::endl;
98        this->debugOverlay_ = new XMLFile("debug.oxo");
99        Loader::open(debugOverlay_);
100
101        masterKeyBinder_->loadBindings("masterKeybindings.ini");
102
103        // Load the SoundManager
104        soundManager_ = new SoundManager();
105
106        // Load the InGameConsole
107        console_ = new InGameConsole();
108        console_->initialise();
109
110        // add console command to toggle GUI
111        this->ccToggleGUI_ = createConsoleCommand(createFunctor(&GSGraphics::toggleGUI, this), "toggleGUI");
112        CommandExecutor::addConsoleCommandShortcut(this->ccToggleGUI_);
113
114        // enable master input
115        InputManager::getInstance().enterState("master");
116    }
117
118    /**
119    @brief
120        This function is called when the game state is left
121
122        Created references, input states and console commands are deleted.
123    */
124    void GSGraphics::deactivate()
125    {
126/*
127        if (this->ccToggleGUI_)
128        {
129            delete this->ccToggleGUI_;
130            this->ccToggleGUI_ = 0;
131        }
132*/
133
134        this->console_->destroy();
135
136        Loader::unload(this->debugOverlay_);
137        delete this->debugOverlay_;
138
139        this->soundManager_->destroy();
140
141        // HACK: (destroys a resource smart pointer)
142        Map::hackDestroyMap();
143    }
144
145    /**
146    @brief
147        Toggles the visibility of the current GUI
148
149        This function just executes a Lua function in the main script of the GUI by accessing the GUIManager.
150        For more details on this function check out the Lua code.
151    */
152    void GSGraphics::toggleGUI()
153    {
154        GUIManager::getInstance().executeCode("toggleGUI()");
155    }
156
157    /**
158    @note
159        A note about the Ogre::FrameListener: Even though we don't use them,
160        they still get called. However, the delta times are not correct (except
161        for timeSinceLastFrame, which is the most important). A little research
162        as shown that there is probably only one FrameListener that doesn't even
163        need the time. So we shouldn't run into problems.
164    */
165    void GSGraphics::update(const Clock& time)
166    {
167        if (this->getActivity().topState)
168        {
169            // This state can not 'survive' on its own.
170            // Load a user interface therefore
171            Game::getInstance().requestState("mainMenu");
172        }
173
174        this->console_->update(time);
175    }
176}
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